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Well, regarding the prize for 1st place in Quake, for example, $30,000, it also makes me laugh when you compare these prize amounts with the prize money for poker tournaments.
StickyFingaz
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One more time. This is the last one. I've lost hope of seeing even a shred of common sense in your brain. I don't even know why I'm still responding to your clownish posts. Maybe I'm an idiot too. But not to the same extent as you. Because I don't know how one can sink to such a low level.
VT + the mirror template is just a little short of the balance found in Starcraft and Warcraft; after the release of the mirror-hypercube, it will also match them in terms of spectacle. The only downside is that the prize pools in tournaments will, of course, be smaller. So, when Vik finally gets around to writing this template, VT will have all the attributes of an esports game.
VT will be almost as balanced as the old Warcraft and Warcraft. VT will be just as spectacular. VT won't have large prize pools. You can't understand the meaning of three sentences, and you're making up things that I didn't say.
That's it, this is the end. Arguing with you is like arguing with a wall, an oak tree, or a computer mouse. Vlk was a jerk, but at least he had some intelligence. You simply don't have any; you're worse than Vlk. If someone had told me six months ago that something like this was even possible, I would have been very surprised.
Maybe you're reading between the lines, but I've said more than once that I see drawbacks in both versions, yet I still love and play them equally. It’s just that WT currently has more serious opponents. This is the deciding factor. I certainly don't try to convince anyone that WT is better than SoD.
I'm not against keeping morale; I think it's not essential, but shouting that it's the main feature of SoD also seems pointless and silly.
A newcomer shows interest in Heroes not by winning against their father due to a random factor, but by developing their own strategy for playing the game, which can compete with their father's gameplay – this is my dogma. I came to Heroes late, lost a lot of money in the game betting on Chaos League because I was an absolute newbie, but I developed my own style and understanding of the game, honed battles, read manuals, and stood behind players, asking questions. As a result, I started beating them. That's what I call showing interest from newcomers, not randomly winning a match against their father due to some factor like morale. They win once, believe in their abilities, and then lose 100 games without any chance or desire to improve. That's what I'm against, so I want people to grow in their understanding of the game itself, rather than idolizing the features of original SoD.
Well, finally, you gave a normal answer. We can all make fun, but we don’t always want to have a constructive dialogue.
If you read carefully, you should have seen the meaning of my posts: to combine the advantages of both versions, unite the entire Heroes community into one whole, but this is only possible through concessions from both sides, and not by dragging everyone into one well. It's no coincidence that they say WT is the brainchild of a certain group of people who modified the game according to their vision, without thinking about others.
Some of my views on the game are here /topic/7778/
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
If you read carefully, you should have seen the point of my posts—to combine the pluses of both versions, to unite the hero community into one whole, but this is only possible through concessions from both sides, not by dragging everyone into a single well; it's not for nothing that they say VT is the brainchild of a certain group of people who modified the game as they saw fit, without thinking about others.
Well, make some concrete proposals. How to unite, what concessions, etc. So far, it's all just demagoguery.
For example, I don't see any readiness among the SoD players to make even any concessions. For them, it's either SoD or get lost.
And most importantly, there is no unifying idea—what should be the end result? Casual "beer" heroes are generally poorly compatible with the competitive ones.
Forget it, Sticky Fingaz, it's pointless... you're already a grown-up, a successful person, but you can't or won't understand the real situation that I'm talking about... you live in illusions... I have no words, not even emotions. What can I say... good luck to you!! P.S. Thanks for the Trojan.
Qwerty
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It seems that the concept of "spectacle" is somehow related to the audience (or participants, judges, inventors, organizers)?
Well, I'm speaking as a viewer.
Watching SOD is more interesting than watching Warlords of the North. Much more, at least for me.
P.S. There's probably some viewing statistics available... Maybe we could look at the top 20 SOD streams and the same number of Warlords of the North streams? Whoever has a larger total audience would be considered more spectacular, right?
P.S. Actually, there seems to be viewing statistics available... Maybe we could look at the top 20 streams of SoD and the same for WoT? Whoever has a larger total audience would be considered more entertaining, right?
In WoT. For the simple reason that the strongest players today prefer WoT, and personally, I and many others find it more interesting to watch games of top-tier players than those of the second league. Of the interesting SoD streams, I can only recall Alex-Mareti.
Added 16 minutes later Since another round of arguments about which is better has started, I'll add my two cents: I don't really care which game I play, but I still prefer WoT because of: 1. Magic balance 2. Guild restructuring 3. Classes 4. Bank 5. Timer 6. No one-sided maps 7. No captain's hat 8. Roads 9. Normal start The rest isn't as important, but these things really improve the game, and I feel sorry for those SoD players who don't want to understand that. But there are still enough shortcomings, for example, the castle balance is far from balanced, as is the hero balance. But WoT has a chance to improve, while SoD is hopeless.
They say for a reason that VT is the brainchild of a certain group of people who modified the game according to their own ideas, without considering others.
"They say for a reason" - this is already accepting rumors and the like as facts. I, as a member of the VT development team, albeit a small one (as far as I know, there are 3, maximum 4 people in it, not counting the development of the TE itself), want to say the following: VT was developed as a complete system for seamless online play, where the primary goal was to unify and simplify all non-essential aspects, "embed rules," and set default settings to fixed values. This includes setting many TE checkboxes at once without the possibility of changing them, moving some settings to an .ini file, enabling various balance adjustments by default, and so on. Naturally, the chat and the announcement system were completely done in assembly. What I did was write new scripts and adapt old TE scripts. I wrote the GS return, or rather, the fix for multi-defeat, and with it, GS returned to the game (this, I believe, is also a key element in "de-souling" the game, as is morale). I wrote a fix for heroes who are not level 1. As part of this, I reworked a piece of Horn's script for resetting heroes, and as a result, defeated heroes now appear as default level 1 heroes (with Horn's script, when resetting, a hero lost all skills and spells down to zero, while with mine, the hero is reset to its initial state), and this procedure is used to create the illusion of fixing heroes who are not level 1 (i.e., a starting hero is reset to its default state if it is not level 1, but the prison, which is the source of the bug, remains empty). I also developed a script to fix the refugee camp, but then Asm found a way to fix it directly in the game's code, in assembly. And I worked on a "newbie" script that never saw the light of day. That is, Asm and I were initially guided by fixing bugs and "making the game more comfortable," accelerating it by eliminating awkward moments, so that installation was trivial, and setting up and starting the game was the simplest thing, with chat and a tournament announcement system for easy onboarding for new players. As for the balance, Asm took it from TE's developments, which had been tested for 5 years and were developed by Sod developers, real players who knew what balance was and what was overpowered. I don't think it's up to you to judge. The only clarification is that TE was partly for offline play, and this has an impact on the current state of affairs in the online game.
And to conclude: I have little to do with playing in tournaments, etc. I'm more of a modder, but I know and understand the online game well, so I worked on it, and certainly not to manipulate newbies and laugh, saying, "How cool I am."
I want to say to you: if you don't have the opportunity to contribute to the development, i.e., you just want to chat but don't want to work, then please accept what is happening around you from the perspective of a consumer. If you want to influence the outcome, put in the effort, and then you can discuss where to develop this and that
Essentially, if SoD and WT are to thrive, they must do so together. Suppose SoD was killed on World, defeated. Then in a year, the traffic here on the forum will be the same as it is now on Bay. After all, before becoming an online player, a new player plays single-player. They discover why Dungeon is cooler than Inferno, or Rampart over Stronghold. With particular pride, they note their victory of a strong castle over a weak one. And for many players, this period—the fascination with the game—lasts a long time, even after they have learned to play decently.
To give them a dry game where all castles are balanced and depersonalized, where the game must be viewed from a sporting perspective, from the perspective of mathematics—is to alienate them from Heroes. For them, such a game will become "just another game for a couple of weeks."
WT players look at the game from a purely mathematical point of view, but a systemic approach is needed. When a player gets into SoD and plays it, the period of romantic fascination will pass and the figures will become depersonalized, like chess pieces—that is when the sporting component will prevail and the player will be ready to speak your language. But not before. Let WT be for identifying the best, as a game for the strongest. But fighting potential newcomers and forum members is foolish. If we get too pretentious on the forum and create conditions only for the chosen few—people will find somewhere else to go. Maybe to Portal, or maybe some new "World" will grow out of a strong, healthy group of forum users. We must not repeat mistakes already made. Let WT live and develop, but do not touch or kick SoD. Everything stated here is obvious; we simply need to move away from religious fanaticism.
I am not talking about casuals who play for a year at most and leave forever; I am talking about potential fans of the game.
If you think so, then RTFM.
Morality is only absent in neutral creatures, but heroes do have it.
I used to think it was bad that any faction could take the maximum number of Gnomes on day 111 because you could breed them and they wouldn't be able to do anything. But then I realized that there's nothing wrong with that. The opponent also has the same opportunity. It's much worse when one player uses a spell and succeeds, while the other uses the same spell and fails.
P.S.: The only neutral creatures I would keep the morality for are angels and minotaurs - after all, it's their ability.
numOne
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R55Max may go overboard sometimes, but overall his thoughts are correct: we need a version that would satisfy both camps, and concessions should be made not only by SOD players but also by WoG players. What we need is unification, I guess... fixed settings as a standard. WoG, as a platform, is ideal, and the future lies with it — there's no point arguing about that. What needs to change is the mentality. Utopian visions come to me: - "Heed the three stacks and the built second level, brothers" — on one side. - "Renounce experience and embrace neutral morale" — on the other. And everyone merges in a single ecstasy, heralding a great future for our beloved game.:smile23:
Now a bit more seriously. Regarding the esports future for Heroes, we need to grasp two things: 1) Sponsorship — this is advertising that will be seen by a certain number of eyes (participants, viewers, just bystanders). The larger this number, the more prospects the discipline has. For Heroes, let's face the truth, the target audience is catastrophically small; by the standards of War/Star, it's practically non-existent. How to promote Heroes to the masses is a big question. 2) Time. Let's take the most popular esports disciplines: Warcraft, StarCraft, Quake, Counter-Strike. For all of them, the average match time falls within the range of 20-60 minutes. This time frame is essentially the golden ratio in pro-gaming, allowing an average-sized tournament to fit into a single day. If we play Heroes the way we like them — i.e., strategic and thoughtful — they will simply be indigestible for the established offline tournament system. If we simplify everything, speed it up, and mirror it, we risk losing the essence and spectacle.
I generally don't understand the desire to push Heroes to the level of top-tier games. Heroes is a very specific game, and if it is to reach some level, it must do so in its own unique way. We need something like a regular league on a separate website, with good notifications, with 2-3 divisions (top, mid, newcomers), with good moderation, built-in regular broadcasts, and a unified rating system (something like the Battle.net ladder). That is, we need to unite, help each other, and not argue. Not flaunt our ego by dropping out of tournaments, but play until the end. If there is a serious approach, there will be viewers; if there are viewers, there will be advertising and, consequently, prize money. Obviously, the prize pool level in Heroes will be many times lower than in top-tier disciplines, but no one is planning to make a living from Heroes money; the incentive is what matters here.
And of course, the big question is — should Heroes even aim to break out anywhere? And will anyone be willing to take that on?
"Well, as for the prize for 1st place in Quake, say $30,000, I also find it funny when comparing these prize figures to poker tournament prizes." In poker, prize pools are formed from participant entry fees; in Quake, only from sponsors. These can't really be compared.
Пусть мой враг будет силен и страшен. Если я поборю его, то не буду чувствовать стыда.
Nagan-4
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[QUOLet's take the most popular esports disciplines: Warcraft, StarCraft, Quake, Counter-Strike. For all of them, the average match time falls within the 20-60 min range. This time interval is essentially the golden ratio in pro gaming, allowing an average-sized tournament to fit into a single day. If we play Heroes the way we like—that is, strategically and thoughtfully—they will simply be unmanageable for the established offline tournament system. If everything is simplified, sped up, and "mirrored," we risk losing the essence and the spectacle. TE][/QUOTE]
If we spend 5 days thinking about how to fit it in... while at VCG any discipline is completed in a day.
That is, we need to unite, help each other, rather than argue. Not push one's ego by withdrawing from tournaments, but play until the end.
I have always fought for this. For normal communication, normal tournaments without ultimatums, and calm, steady development. I'll put it this way: it's unattainable. We will drown in infighting anyway.
And generally, a big question of course—should Heroes even be moving ownwards?
Perhaps fans of all turn-based strategies would envy us. No other game, not even new ones, has this number of forum members, players, online and face-to-face tournaments.
Steady movement is possible; but a breakthrough somewhere for a 12-year-old toy with internal contradictions will be a flight into the abyss.
Let them try. Definitely without me.
Wicc
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In fact, SoD and WoT will only thrive together. Let's say SoD was killed off in WoT, and they won. But a year later, this forum will have the same level of activity as it does now on Bay. Because a new player, before becoming an online player, plays the single-player game. They discover that Dungeon is better than Inferno, and Rampart is better than Stronghold. They take particular pride in winning with a weak castle against a strong one. And this period, when players are captivated by the game, lasts a long time, even after they learn to play well.
To give them a bland game where all castles are balanced and homogenized, where the game needs to be viewed from a purely competitive, mathematical perspective, is to turn them away from Heroes. For them, such a game will become "just another game for a couple of weeks."
In the WoT chat and in the reports thread, I see a huge number of nicknames that haven't appeared anywhere before. And it seems like these are really new people, not clones of old players. That is, people are starting to play the competitive game right away with WoT, although they probably played SoD single-player in the past, and maybe HotS or some other small sandbox game like a college network. The future of Heroes lies with them.
Regarding mathematics, it seems like you're projecting your own views onto people. Many come to Heroes after playing other esports games, and in terms of mathematics, balance, and competitive dryness, those games are much more demanding than WoT.
In StarCraft, for example, a serious game in the early stages is a clash of pre-prepared strategies, build orders – calculated down to the second and mineral by mineral. There isn't much romance, immersion in the game atmosphere, etc.; people come there specifically to cynically compare their skills.
R55Max
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Message from Wicc: Well, state your specific proposals. How to unite, what concessions, etc. Right now, it's just empty rhetoric.
For example, I don't see any willingness among the SOD players to make any concessions. It's either SOD or forget it.
And most importantly, there's no unifying idea, what should the result be? Beer-loving Heroes players are not very compatible with athletes.
If you keep shouting from your own perspective that SOD is bad, and VT is the best, then no one from SOD will even talk to you, because it's just discrimination against people's priorities, like you're all losers if you like SOD, all you want to do is drink beer and not compete in the arena. The conversation immediately turns into pointless bickering. Now, let's get to the point:
I even sent you a link in ICQ and gave an answer in my thread, but you seem to be looking down on me, which means having a meaningful discussion is a waste of time (especially with you). Maybe you'll come down from the heavens to earth, Mr. Wicc?
The willingness to compromise will always be there if both sides start by extending a hand to each other without sarcasm, discussing various topics together, and not drowning out ideas with verbal abuse. You yourself are not ready yet, because you have probably done a lot for VT and don't want to admit that it also has obvious drawbacks.
P.S. Wicc, neither you nor I should be discussing this. This issue needs to be carefully prepared, and each point of VT needs to be dissected with a large number of SOD players. There will be points that SOD cannot accept, and there will be points that are drawbacks in VT itself, and this is what needs to be discussed through negotiations, not by shouting "what the hell are you doing?".
It would be good to create a separate thread to discuss each point, and that's it.
Message from Qwerty: It seems that the concept of "spectacularity" is somehow related to the audience (or to the participants, judges, inventors, organizers)? So, I'm speaking from the perspective of the audience. SOD is more interesting to watch than VT. Much more. Personally, for me. PS. There is also statistics on the number of views... Maybe we can look at the 20 best SOD broadcasts and the same number of VT broadcasts? Which one has a larger total audience - that's the more spectacular one?
That's right, I'll say it again, spectacularity is the engine of popularity. Understand me, I may not be a well-known Heroes player, and some of my knowledge of the game's details is an order of magnitude lower than that of recognized masters, and not only that, but I have certain ideas about organization and popularity, about promoting various projects. Life has turned out such that I have constantly been in a sports environment (football, hockey, volleyball), I grew up, and my workplace is also in a sports complex, so I have often found myself among quite well-known businessmen, and I often see what people focus on in order to promote something or other, I won't say specifically, you understand (things are not insignificant, world and European championships in various sports, meetings, fights, and various kinds of events).
I will say one thing for sure, what people say does not affect anything, and the second and third things are not really true. There are always dozens of small details that constantly get in the way. There are absolutely no small details anywhere.
Message from PHOMM: I want to tell you - if you don't have the opportunity to contribute to development, i.e., you just want to chat, but you won't do anything with your hands, then you should accept what is happening around you from the perspective of a consumer, and if you want to influence the result, put in the effort, and then you can discuss how to develop this and that.
Hmm, another Mr. Great. Isn't organization, advertising, contracts, compiling a season cycle, a system of calculation, finding creative ideas for sponsorship work? Without this, you can make 40 games in one go... So, here's the flag for you, if you think that there is nothing else besides programming.
Message from Dirty Player: If you think so, then rtfm. Morality is only absent in neutrals, but it exists in Heroes.
Cool:D. You thought I had a special version of VT and I don't know about the options?
P.S. Be well-intentioned
Added 19 minutes ago
I also want to add that most VT players like SOD, while SOD players don't really like VT. There are those who like both versions. Sports competitions are not always about perfect balance, I will say it again, balance is also achieved through chaos. The game itself is not a game that should strive for symmetry, it would be better to develop it by adding advantages for weak castles, and not by removing these advantages from strong castles. There is a game and there are its rules, according to the rules of this game, there is morality, there is everything, and it will not become unsportsmanlike because of this! Sport is a competition according to established rules, according to any rules. And the more diverse the rules, the more options for development, the more unexpected the outcome can be, the more spectacular and lively it will be. This is what the game needs, not an identical balance.
МУДРЫЙ - не обязательно старый, ОПЫТНЫЙ - не обязательно мудрый... обладатель и того и другого всегда должен помнить слова НАПОЛЕОНА БОНАПАРТА: Война состоит из непредусмотренных событий; В каждом большом деле всегда приходится какую-то часть оставить на долю :smile33: СЛУЧАЯ...
Wicc
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If you shout from your own rooftop that SoD is garbage and WT rules, then no one among the SoD players will even talk to you, because it's simply discrimination against human priorities—like saying you're all idiots if you love SoD, and that you only care about drinking beer rather than playing on the arena. The conversation immediately shifts into a pointless flame war. Now to the point:
I even sent you a link via ICQ and gave an answer in my thread, but apparently you're looking down on me, which means conducting a substantive discussion is a waste of time (specifically with you). Maybe you can come down from the heavens to earth, Mr. Wicc?
I will always be ready to meet halfway if both sides start extending their hands without snarkiness, discussing various topics together instead of drowning ideas in verbal diarrhea. You yourself aren't ready yet, because you've probably done a lot for WT and don't want to admit that it also has obvious downsides.You apparently missed the beginning of all these discussions: SoD vs TE, then SoD vs WT. These arguments have been going on for many years; everything has already been said more than once, and positions are set.
The time to seek a compromise has passed; many have dug in their heels out of principle and cannot find the strength to admit the opponent is right after all these disputes.
That's exactly why the format for discussing this issue is practically pure flame wars, oriented not toward convincing the opponent, but toward throwing mud at them. A performance for an outside observer.
You chose the side of SoD, so the WT players are mud-slinging you. Had you chosen the side of WT, the SoD players would be doing it. Choose a middle position—and both sides will do it.
That is why I believe this dispute has no constructive solution. Unification, if it happens at all, will only occur after a couple of generations of players, once the current adepts have retired from the scene.
Regarding personal grievances—I have no presumption of respectful treatment toward people. If a person hasn't proven themselves in any way, my attitude is neutral. Respect can only be earned for something that I evaluate positively.
So far, you have shown yourself exclusively negatively in my eyes—no game skill is visible, your worldview axioms differ from mine, your argumentation is clumsy, you defend SoD, you try to assert your rights without a corresponding reputational base, etc. All of this constitutes shortcomings, and the only merit is the desire to communicate. That's not enough for me to come down to earth.
Added after 17 minutes
Competitive contests are not always about absolute balance; I'll say it again, balance is also achieved through chaos. Heroes itself is not the kind of game that should strive for symmetry; it would be better developed by adding advantages for weak castles rather than removing those advantages from strong ones. The game exists and has its rules; according to these rules, there is morale, there are all the 5s and 10s, and that doesn't make it non-competitive! Sport is a competition according to established rules, any rules. And the more diverse the rules are, the more development options there are, the more unexpected the result can be—the more spectacular and alive it will be. This is exactly what the game needs, not identical balance.
Balance through chaos is certainly a good feature, truly a developer's dream. But it is very difficult to implement. And it is directly tied to a factor such as gameplay diversity.
SoD failed to implement this feature in an acceptable form (imho sure). Chaos there is delivered in chunks that are too large; you can't assemble two equal piles from them.
WT came much closer to this. To achieve it, they had to break the chaos down a bit—remove large pieces like morale, starting army variance, and sea artifacts in Dragon Utopia, but add medium and small ones like monster experience, the raising of weak skills, weak castles, and weak heroes. As a result, both diversity and gameplay increased, and balance improved. For example, if in SoD people play with the same pairs of castles and roughly similarly leveled papas, then in WT the variety of end-games—both in terms of army and papa leveling—is much higher.
By the way, the 200% game mode is loved precisely because it increases gameplay diversity. Although it worsens balance regarding castles and distributions. But overall, it compensates. However, for serious games where balance is more critical, 160% is still preferred.